Return to the high seas for more Munchkin Booty (http://www.sjgames.com/munchkin/munchkinbooty/) action. Fight the Hammerhead Shark -- and the Phillips-Head Shark, too. And greatest of all is the terrible Moby Duck!</p>

So kill them and take their stuff.</p>

On the munchkin side, there are lots of new Ships, and a new Class: the Explorer! He gets a Treasure when he helps in combat, and he can pull cards back into his hand!</p>

This set features four monsters with a new weakness: Current or former members of the real-life Armed Forces get a bonus against them!</p>

Now available in softcover (at a lower price!), this book is completely revised for GURPS Fourth Edition. It combines the spells from the Third Edition GURPS Magic (http://www.sjgames.com/gurps/books/Magic/3e/) and GURPS Grimoire (http://www.sjgames.com/gurps/books/Grimoire/), plus dozens of all-new spells, for the ultimate tome of magic!</p>

Within these pages, crackling with mystic energies, you'll find:</p>

The core magic system for GURPS (http://www.sjgames.com/gurps/), expanding on the material presented in the Basic Set (http://www.sjgames.com/gurps/books/basic/) . . . rules for learning magic, casting spells, enchanting magic items, and more!
Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers.
Alternatives to the core magic system, including complete rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign.
Plus special material from the GURPS Magic Items (http://www.sjgames.com/gurps/books/magicitems/) series and Wizards (http://www.sjgames.com/gurps/books/wizards/).

Create a world that could never be! GURPS Fantasy is the complete toolkit to let you build a campaign of heroic deeds and wondrous magic. It discusses the genre in depth -- with all its subgenres and inspirations (myth, novels, movies, etc.) -- allowing you to handle any kind of fantasy.</p>

GURPS Fantasy gives detailed, concrete advice for assembling fantasy settings -- from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many ways that magic and users of magic can work in a fantasy world.</p>

And, perhaps most important, it advises GMs and players alike on the kinds of characters appropriate to fantasy -- including ordinary folks, people with fantastic powers, and nonhumans.</p>

Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. The softcover reprint contains the same material, with black-and-white interiors and a lower price.</p>

(This is not an update of the Yrth setting presented in the old GURPS Fantasy (http://www.sjgames.com/gurps/books/yrth/3e/). For that, we have GURPS Banestorm (http://www.sjgames.com/gurps/books/banestorm).)</p>

Now updated for GURPS (http://www.sjgames.com/gurps/) Fourth Edition, this is the ultimate toolkit for any campaign between the stars. Explore options for space travel and technology, from the realistic to the miraculous. Design alien races and monsters. Create campaigns of every style, from science fantasy to space opera to near-future realism. Build worlds, from asteroids to Dyson spheres.</p>

With this book, you can create anything from a single alien beast to a whole galaxy of civilizations and star systems . . . quickly and randomly, or with a detailed, step-by-step process that's true to biology and astrophysics as we understand them today. The softcover reprint contains the same material, with black-and-white interiors and a lower price.</p>